jorb wrote:Feel free to suggest other, less useless, mechanics that can create ingame goods of some value.
Should nothing ever and in principle be dependent on a critical timer? Silk should also go?
Also QQ moar.
Part of this question is "Should there be any hardcore only mechanics in haven". I'm not sure about that concept, because in general hardcores already do all the non-hardcore only mechanics better in the long run.
Assuming we go with the answer "hardcores don't need special mechanics because their hardcoreness already makes them better", time critical is fine but 24 hour timers with a 4 hour active window spread (available 20-28 hours after started) are probably the best. That allows someone to align time critical mechanics to their usual playtime, and most haven players will be logging in daily long enough to complete stuff like silk and steel at least once in a while.
Along those general lines:
Treeplanter pots should get extended lifespan after sprouting to match a 24 hour window.
Silk egg maturation time should be lengthened to 22 hours. Instead of taking 2.5ish days, it would take 3 days per cycle. Pretty sure the other portions of the cycle align with 24 hours? I forget the math on that, but you get the idea.
Steel crucible should be able to hold 28 hours worth of fuel. Refueling would be a once a day thing now, instead of needing to abuse your schedule for it.
I think this wouldn't influence tree value much, silk value would be about the same (the real nuisance with silk is all the item transport you need basically), but steel would become easier to make since the time shenanigans are the main barrier to its production.